>autismo rant
Is it weird that i like 3.5e for it's DM side completeness but i despise it for the player side schizophrenic abundance of options? Like, the only way i can enjoy DMing 3.5e is by being anal in laying down what's available for the players without leaving any leeway for them in character design. I also hate "blow-load big chongus damage numbers!!!" abilities in general if there's not significant setbacks and nuance in them, for example one of the main reason i dislike the ToB is because of the "per encounter" availability of effects rather than "per day" (i still allow it though, because at least broadens the tactical picks for martials), same deal with spells, for example i find damage spells like "fireball" to be acceptable because of the setback (an area effect of dedicated damage type that doesn't allow for differentiation between allies and foes) compared to something like "magic missile" (versatile damage type, can be concentrated or spread on multiple targets, autohit, no save). As a rule of thumb i prefer for my player to have abilities that can have a potential utility that may work even out of combat with a modicum of creativity and situational occurrences but 3.5e skews for the most part players choices towards tactical effectiveness optimization with little to no leeway for lateral thinking that isn't during the character design process (as in you make a hammer and now the world is only composed of nails). At best it's like having two types of games: out-of-combat thespian fantasy land interaction and specialty/skirmish moments where suddenly all sort of abilities pop-out to be then forgotten as soon the scenario ends.
>inb4 play other games
I do, i just would like to enjoy 3.5e more as GM without castrating my players (or conversely myself) because, at the end of the day, i still love the damn thing.